12,525 Commits over 4,018 Days - 0.13cph!
Removed "noise" from monument radius / fade since it no longer provides an advantage but makes everything slower
Fixed radius / fade monument parameters potentially cutting off the terrain blend map
Added TriggerForce (not working, just a stub)
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
Barren now has harbors, oil rigs and water wells
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
Removed large monuments and prefab mountains on smaller maps
Added arid biome checks to giant excavator
Added support for compound triggers to TriggerParent
Added TriggerParentExclusion (I can't believe this works)
ForceUpdateTriggers now exists on all entities (supports sphere, box and capsule colliders)
Updated platform.entity with 2 TriggerParent and 1 TriggerParentExclusion
UpdateSubscriptions profiling
Icons are limited to 256x256
Faster and more reliable "Tools/Steam Inventory/Download Skins"
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Fixed edge case that caused client side tree collider to be disabled after pooling
MotorRowboat profiling
SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
Fixed NRE in Buoyancy.Cycle when buoyancy instance is going to sleep
Enabled physics.batchsynctransforms by default
Buoyancy.FixedUpdate is handled by ServerMgr.FixedUpdate to ensure they aren't scattered inbetween other fixed updates, causing SyncTransforms churn
Tweaked physics.batchsynctransforms profiling and behaviour with physics.autosynctransforms disabled
Fixed Skin.LoadAssets NREs
Fixed client player tick rate not being set when connecting to sleeper
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false)
Added physics.autosynctransforms convar (only for testing)
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
Improved entity registry performance (particularly ToBaseEntity)
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Merge from network_lerp_3
SelectedBlueprint / BlueprintCategoryButton optimizations
SendNetworkUpdate_Position profiling
Fixed performance issues caused by DateTime.Now
Stuff spawned with entity.spawn always faces the camera
Trees are pooled
Trees no longer spawn their skin as separate object (now a nested prefab instance on the entity)
Added tree.global_broadcast server startup parameter
Fixed IndexOutOfRangeException on reconnect
Packet handling profiling
Another demo fix for cinematic_play and cinematic_stop
Added server.cinematic convar to enable the cinematic convars for all players
Removed some initial global tree snapshot overhead
Fixed initial global tree snapshot not working
Added cinematic_play and cinematic_stop to demos
Added target player as optional second argument to cinematic_play and cinematic_stop
Added cinematic_list to print list of available cinematic animations